What we want for Staff and Scepter

What we want for Staff and Scepter

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Posted by: Otaur.9268

Otaur.9268

Ranger
Increased the velocity of arrows fired from Short Bow and Longbow skills by 30%.
Ranger melee pets now have improved melee attacks so they can hit moving targets more easily.

Now we would like to see
Ele
Increased the EDIT: “Cast speed” of spells fired from Staff and Scepter skills by 30%.
Spells now have improved speed of attacks so they can hit moving targets more easily.

Just saying.

Editted for Velocity (thought i changed it before post Mind, sorry) And it is just an example.

Blackfang’s Demon Alliance [BfDA]

(edited by Otaur.9268)

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Posted by: MindlessRuff.1948

MindlessRuff.1948

Ranger
Increased the velocity of arrows fired from Short Bow and Longbow skills by 30%.
Ranger melee pets now have improved melee attacks so they can hit moving targets more easily.

Now we would like to see
Ele
Increased the velocity of spells fired from Staff and Scepter skills by 30%.
Spells now have improved speed of attacks so they can hit moving targets more easily.

Just saying.

I do not want this at all, It wouldn’t even benefit half of the scepter spells, since Fire and Air auto attacks are not projectiles, and cannot have their velocity increased.

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Posted by: longbawl.5072

longbawl.5072

Wow man, you really don’t know your class at all.

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Posted by: ThiBash.5634

ThiBash.5634

An increased projectile speed on the auto attacks would be useful, but I fail to see what casting times (or in fact the ranger comment) have to do with anything.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Aether McLoud.1975

Aether McLoud.1975

Dragons Tooth should drop fast enough that you can land it 100% with CC when they don’t use a stunbreaker.

As it is now earthquake is way to slow for it to land, and with updraft they can just spam their dodge button and will dodge before the tooth lands. /sigh

Staff needs way more damage (probably in the form of lower casttimes and faster projectiles) to be a viable 1v1 weapon – which it NEEDS to be because we cannot weaponswap like necros can.

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Posted by: MindlessRuff.1948

MindlessRuff.1948

Dragons Tooth should drop fast enough that you can land it 100% with CC when they don’t use a stunbreaker.

As it is now earthquake is way to slow for it to land, and with updraft they can just spam their dodge button and will dodge before the tooth lands. /sigh

Staff needs way more damage (probably in the form of lower casttimes and faster projectiles) to be a viable 1v1 weapon – which it NEEDS to be because we cannot weaponswap like necros can.

My DTs land after Updraft 100% as long as I do not mess up the execution, even if they dodge right when it hits (even tested a number of times with a friend and told him to spam dodge and he still took the damage), so not sure what you are doing wrong.

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Posted by: Aether McLoud.1975

Aether McLoud.1975

Dragons Tooth should drop fast enough that you can land it 100% with CC when they don’t use a stunbreaker.

As it is now earthquake is way to slow for it to land, and with updraft they can just spam their dodge button and will dodge before the tooth lands. /sigh

Staff needs way more damage (probably in the form of lower casttimes and faster projectiles) to be a viable 1v1 weapon – which it NEEDS to be because we cannot weaponswap like necros can.

My DTs land after Updraft 100% as long as I do not mess up the execution, even if they dodge right when it hits (even tested a number of times with a friend and told him to spam dodge and he still took the damage), so not sure what you are doing wrong.

I’ve never ever been hit by a tooth after an updraft. You can dodge it 100%. Maybe your friend has bad latency.

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Posted by: MindlessRuff.1948

MindlessRuff.1948

Dragons Tooth should drop fast enough that you can land it 100% with CC when they don’t use a stunbreaker.

As it is now earthquake is way to slow for it to land, and with updraft they can just spam their dodge button and will dodge before the tooth lands. /sigh

Staff needs way more damage (probably in the form of lower casttimes and faster projectiles) to be a viable 1v1 weapon – which it NEEDS to be because we cannot weaponswap like necros can.

My DTs land after Updraft 100% as long as I do not mess up the execution, even if they dodge right when it hits (even tested a number of times with a friend and told him to spam dodge and he still took the damage), so not sure what you are doing wrong.

I’ve never ever been hit by a tooth after an updraft. You can dodge it 100%. Maybe your friend has bad latency.

I am going to test this more tonight against some random people in pubs, I’ll come back with results when I get around to it. I do admit I rarely get hit with Dragons Tooth, but that is mainly since good S/D Eles are so damn rare and all the bad ones either are too slow at the combo or don’t even know how to do it consistently.

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Posted by: Einlanzer.1627

Einlanzer.1627

The main problem with Staffs is that the #1 skills for Air/Earth/Water cast more slowly than they’re supposed to and therefore gimps the DPS of those attunements while using Staff. This is why you see most people staying in Fire while using a Staff.

I think Scepters were just a little overnerfed, especially Air. The others I don’t find to be too bad, they just struggle a bit in PvP due to the slow casting.

(edited by Einlanzer.1627)

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Posted by: Mogar.9216

Mogar.9216

I started an alt thief , I would love to have something like pistol pistol skills for scepter. Get rid of all the AEs just give me single target spells that does lots of damage.

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Posted by: Galrond.5972

Galrond.5972

Zepter:
Phoenix now moves faster.
Dragon’s tooth impact time reduced by 50%
Flamestrike now has a burst component./Flamestrike has now a splash effect and burns up to 4 additional enemies around the target (Choose one)

Shatterstone delay reduced to 1 second.
Shatterstone causes chilled in addition to vulnerability.
Shatterstone damage increased.

Dust devil now blinds all enemies in his path.

All AoE scepter skills are now 25% bigger.

Staff:
All projectiles now move faster. (You can evade them by walking sideways at the moment.)

Lava tomb now inflicts burning to enemies, which stand in it.
Meteor shower cast time reduced by 50%
Flame burst cooldown reduced to 8 seconds.

Ice spike impact time reduced by 50%
Water blast now inflicts chilled instead of healing allies.

Eruption explosion time reduced by 50%

Lightning surge cast time reduced by 50%
Gust gets replaced by something usefull… Never hits if the enemy isn’t charging straight in your face.

Focus:
No idea,but fire and water need a complete remake.

(edited by Galrond.5972)

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Posted by: Lalnuir.4957

Lalnuir.4957

Zepter:
Phoenix now moves faster.
Dragon’s tooth impact time reduced by 50%
Flamestrike now has a burst component./Flamestrike has now a splash effect and burns up to 4 additional enemies around the target (Choose one)

Shatterstone delay reduced to 1 second.
Shatterstone causes chilled in addition to vulnerability.
Shatterstone damage increased.

Dust devil now blinds all enemies in his path.

All AoE scepter skills are now 25% bigger.

Staff:
All projectiles now move faster. (You can evade them by walking sideways at the moment.)

Lava tomb now inflicts burning to enemies, which stand in it.
Meteor shower cast time reduced by 50%
Flame burst cooldown reduced to 8 seconds.

Ice spike impact time reduced by 50%
Water blast now inflicts chilled instead of healing allies.

Eruption explosion time reduced by 50%

Lightning surge cast time reduced by 50%
Gust gets replaced by something usefull… Never hits if the enemy isn’t charging straight in your face.

Focus:
No idea,but fire and water need a complete remake.

And this is why you are not a game designer. With your changes we would have kitten op staff eles running around all over the place.

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Posted by: frostflare.6390

frostflare.6390

Some of those are a little op. Some are actually entierly in the ball-park right. Particularly our casting times(which are excesivly slow).

One thing I think that would make the staff or scepter really-really intresting is the charge mechanic. They had long ago in the betas. Before open beta. The Charge mechanic got some hype when it was first revealed, and I was sad when they released and no class had it at all.

With the charge mechanic the Ele in essence has to “Empower” the spells. This empowering takes time. In all cases it requires the ele to stand still. Which is a deadly-move on the eles part. We have to be moving constatly. I my head it would be simple. We can easily “pull off” a quick spell. I can create a lava-font with only a few words.

But say I take a second to actually sit still, focus, and cast. That font could be something so much more powerfull. But I take the chance of standing still for up to 3 seconds. Which even as a full toughness-vit Ele. You can be bursted down in 1 second by a Glass Cannon. We just have to move. So it makes the Staff/Scepter ele a Risk-V-Reward. If we take the risk and manage the spell its worth it, if we dont we took the risk. I made a quick list of Charge Ideas that could be implemented.

Lava Tomb: Create a Font of lava, For each second charging the lava font gets larger, and exudes more lava burning for more durations each second.(3 second Charge)
Flame Burst: charge up a powerfull fire and ignite said foe. Each level of chage increased the burn, and at final level creates a blast finisher.(5 second charge).
Gyser: Charge up a Jet of Water, each charge level healign more and increasing radius. At final level knock foes in radius back(4 seconds of charge).
Icy Ground: Chill the ground, but charge up the spell to inflict diffrent effects. At charge level one chill, charge two applies vulnrability, charge 3 causes targets running to fall down for 1 second.(6 seconds to charge).
Healing Rain: Charge spell to cleanse more conditions and last longer. At charge level 3 allies receive a random buff(at start of spell).(8 seconds to charge)
Chain Lighting: Charge spell to hit more targets(3 min, up to 5)(3 seconds)
Gust: Charge gust to unleash a wave of wind, at max level wind knocks back and down for 3 seconds and deals damage in a wide arc.(4 seconds)
Windborne Speed: Puts the wind on allies back, longer swiftness pure charge level, at max charge level knocks projectiles from the air at cast around Ele.(4 seconds)
Static Feild: Charge spell to create a longer stun, as well as max level casts lighting down in the middle of the spell feld damagin foes inside of it(6 seconds charge).
Eruption: Charge the earth and your spell, creating a much more unstable event, for each charge level your eruption gets more volitile and at realease deals more bleeding as well as knocks down one targer directly in center of Eruption.(4 seconds).
Unsteady Ground: Charge your spell to create deadly earth, foes crossing the rubble are not only crippled, but recieve bleeding stacks based on charge level(3 seconds to charge).
Magnetic Aura: Charge the aura to increase the duration and Radius of the bubble. At charge level 4 the spell covers about the size eruption and lasts 10 seconds max.(5 seconds)

Charge spells are livable without. But it’s an idea. I want to see eles be rewarded for takeing risks. Espeicaly staff eles which are sometimes designated to “buff-kittens”….Which I know the staff ele can do. But It should have other talents. Staff eles could charge magic for stronger effects. They still have the option of casting on the run. I mean just click the spell. Hold it down though and youll stop and start charging.

Charges are always better then the regular thing, but only becuase you have to stand completly still and vulrable while you charge. Also another balance would be that the AOE circle could nto be moved after the charging begins. Although this could be to strong a nerf. Please note the numbers are just in my head, and im not a mathamatician. Do not take them for actual balancing. lol.

I always loved the charge mechanic. I was sorely dissapointed it never made it in!

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Posted by: Galrond.5972

Galrond.5972

With your changes we would have kitten op staff eles running around all over the place.

I know that everything at once would be OP and it won’t happen, but if you bargain you always start from a better/unrealistic position. :P

The main points are: Shatterstone is crap and everything is too slow. (Evading attacks just by walking sideways, you don’t even have to dodge them) Therefore everything hits faster or hits a bigger area.

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Posted by: ThiBash.5634

ThiBash.5634

Glyph of Elemental Power cast in water or earth makes the staff a lot more viable 1v1. Imagine a meteor shower that snares…or snaring the enemy with any random hit…while your ice elemental rushes in…and causes another snare…works pretty well.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Malcastus.6240

Malcastus.6240

I wish they would have a look at the focus as well. (With the Focus only in mind) Earth and air are fine. Water could use a good damage boost, and fire does need an overhaul. Flamewall poses no threat, whatsoever. A flame trail would be more useful. Have the ground burn behind you, wherever you go, for 8 seconds. The burning time increased to 3 or so secs base. Fire Shield should have a duration as Frost Aura, or they could have another type fire aura, or offensive spell to make Focus a tad more interesting.

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Posted by: Sansarah.3076

Sansarah.3076

Ranger
Increased the velocity of arrows fired from Short Bow and Longbow skills by 30%.
Ranger melee pets now have improved melee attacks so they can hit moving targets more easily.

Now we would like to see
Ele
Increased the EDIT: “Cast speed” of spells fired from Staff and Scepter skills by 30%.
Spells now have improved speed of attacks so they can hit moving targets more easily.

Just saying.

Editted for Velocity (thought i changed it before post Mind, sorry) And it is just an example.

I don’t want this. Don’t say something like that as if you speak for all of us.

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Posted by: Bvhjdbvkjf.1987

Bvhjdbvkjf.1987

Staff:
All projectiles now move faster. (You can evade them by walking sideways at the moment.)

Lava tomb now inflicts burning to enemies, which stand in it.
Meteor shower cast time reduced by 50%
Flame burst cooldown reduced to 8 seconds.

Ice spike impact time reduced by 50%
Water blast now inflicts chilled instead of healing allies.

Eruption explosion time reduced by 50%

Lightning surge cast time reduced by 50%
Gust gets replaced by something usefull… Never hits if the enemy isn’t charging straight in your face.

As I’ve been using the Staff for 3 months+ now… I think that some of this is rediculous.

Meteor Shower has flexibility now, if you half cast it they still fall just less – that functionality works perfectly fine.
Burning as a Condition is weak, rather than let me spam more of a weak condition I would rather the base damage output be raised to the level of bleed and/or poison… there’s already plenty of ways to inflict it there’s just no bite from it.
Ice Spike drops fine, in the time it forms overhead you can use a CC skill and they’re boned – it’s our highest power related damage skill atm and speeding it up is unnecessary.
Ice inflicts chilled not water – so Water blasts should remain as healing and if you want the skill changed remove the water part completely.
Eruption works fine, I wouldn’t complain about a slight decrease in the explosion time but halving it is way too much.
I have no issues with Lightning Surge, though would rather see a stun/daze effect as the CC over blindness because I can’t cast this and expect it to interrupt an attack being powered up by others.
I dunno that there’s been a time for me when Gust missed – and it’s quite useful so would be upset if they scrapped it.

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Posted by: MrQuizzles.6823

MrQuizzles.6823

Eruption explosion time reduced by 50%

I don’t think anyone would want this. Sure, we may be able to hit enemies with it, but we wouldn’t be able to use its blast finisher to do self-combos any more. It’d be a horrific nerf, actually.

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Posted by: Otaur.9268

Otaur.9268

An increased projectile speed on the auto attacks would be useful, but I fail to see what casting times (or in fact the ranger comment) have to do with anything.

The ranger comment: Recent patch changes for them. We would like something like this as well.
Not exactly 30% but something, nothing more frustrating having someone walk to the side of where your fireball hits and no damage being done without them having to waste dodges.

Blackfang’s Demon Alliance [BfDA]

(edited by Otaur.9268)

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Posted by: Sifu.6527

Sifu.6527

I want the same 42% DPS increase the ranger and warrior got.

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Posted by: Atomic Sharks.7250

Atomic Sharks.7250

Eruption explosion time reduced by 50%

I don’t think anyone would want this. Sure, we may be able to hit enemies with it, but we wouldn’t be able to use its blast finisher to do self-combos any more. It’d be a horrific nerf, actually.

maybe eruption also causes cripple?

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Posted by: KirinDave.6451

KirinDave.6451

I want the same 42% DPS increase the ranger and warrior got.

You can have it if you’re willing to close to melee distance, it seems.

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Posted by: Sifu.6527

Sifu.6527

I want the same 42% DPS increase the ranger and warrior got.

You can have it if you’re willing to close to melee distance, it seems.

I didn’t know rangers long bow and short bow was 130 range.